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Summary[]

This character is Retired


Shale Player Someone
Shardmind Psion (Unaligned) Level 5 (XP 6434)
Initiative +2
Passive Insight 17 Passive Perception 12; Senses Normal
HP 41 Bloodied 20 Surge Value 10; Surges Per-Day 7
AC 18 Fortitude 14 Reflex 18 Will 18
Resist Psychic 5
Speed 6 squares Size Medium
Str 8 (-1) Dex 10 (+0) Wis 11 (+0)
Con 13 (+1) Int 21 (+5) Cha 17 (+3)
Racial Abilities Skill Bonuses, Living construct (doesn't need to eat, drink, breathe or sleep. Never has to make Endurance checks to resist starvation, thirst or suffocation), Immortal creature, Telepathy (can speak telepathically with any creature within 5 squares that has a language)
Class Features Discipline Focus (telekinetic focus), Psionic Augmentation (4 Power Points), Ritual Casting, Implements
Battack Basic Attack None
Branged Ranged Basic Attack Mind Thrust +10 Vs Will, 1d10+14 Psychic
Feats Superior implement training (Crystal orb), Psychic Focus, World Serpent's Grasp, Ritual Casting
Skills Arcana +16, Bluff +12, Diplomacy +10, Insight +7
Languages Common, Deep Speech, Elemental
Powers
Shard Swarm (Encounter Move Close burst 1 ✦ Teleportation) Shardmind racial power
Target: Each enemy in burst
Effect: Each target grants combat advantage to Shale until the end of Shale's next turn. Shale then teleports half his speed.
Far Hand (Encounter Minor Ranged 5 ✦ Psionic) Psion Feature
Target: One object that weighs 20 pounds or less and isn't carried by another creature
Effect: Shale either moves the target to a square within range or manipulates it. When Shale moves the target with this power, he can cause the target to remain aloft until the end of his next turn. If he is holding the target when he uses this power, he can put it into a container that's on his person and simultaneously move a second object that he's carrying to his hand. The second object then becomes the target if it weighs 20 pounds or less
Sustain Minor: Shale either moves the target to a square within range or manipulates it.
Forceful Push (Encounter Free Action Ranged 10 ✦ Psionic) Psion Feature
Target: One creature
Effect: Shale slides the target 1 square, but not into hindering terrain.
Mind Thrust (At will Standard Ranged 10 ✦ Augmentable, Implement, Psionic, Psychic) Psion attack 1
Target: One creature
Attack: +10 Vs Will
Hit: 1d10+12 psychic damage
Special:Shale can use this power unaugmented as a ranged basic attack.
Augment 1
Hit: As above and the target suffers a -3 penalty to Will until the end of Shale's next turn
Augment 2
Hit: 2d10+12 psychic damage and the target suffers a -3 penalty to all defenses until the end of Shale's next turn
Mind Lock (At Will Standard Ranged 10 ✦ Augmentable, Implement, Psionic, Psychic) Psion attack 1
Target: One creature
Attack: +10 Vs Will
Effect: 1d8+12 damage and the target is slowed until the end of Shale's next turn
Augment 1
Hit: As above and the target al so cannot shift until the end of Shale's next turn
Augment 2
Attack type: Area burst 1 within 10 squares.
Target: Each creature in burst
Psychic anomaly (At will Standard Ranged 10 ✦ Augmentable, Implement, Psionic, Psychic, Conjuration) Psion attack 3
Target: One enemy
Effect: Shale conjures one psychic anomaly in an unoccupied square within range. The anomaly lasts until the end of Shale's next turn. He can make the following attack using the anomaly:

Opportunity action, melee 1
Trigger: An enemy starts its turn adjacent to the anomaly
Attack:+10 Vs Will

Hit:1d6+12 psychic damage and Shale slides the target 4 squares to a square adjacent to the anomaly
Augment 1
Hit: As above and Shale's allies can flank with the psychic anomaly
Augment 2
Hit: 1d8+12 psychic damage and the target is dazed until the end of Shale's next turn.
Color orb (Encounter Standard Ranged 5 ✦ Arcane, Implement, Radiant) Wizard's apprentice attack
Target: One enemy
Attack: +10 Vs Will
Hit: 1d8+8 Radiant damage and the target is dazed until the end of Shale's next turn
Living missile (Daily Standard Ranged 10 ✦ Implement, Psionic) Psion attack 1
Target: 1 creature
Attack: +9 vs. Fortitude
Hit: The target is immobilized (save ends)
Miss: The target is slowed (save ends)
Effect: While the target is immobilized or slowed by this power, Shale can make the following secondary attack.

Minor Action (1/round) Ranged 10
Effect:
Before the secondary attack, Shale slides the primary target 11 squares.
Secondary Target: One creature adjacent to the primary target at any point during the slide

Secondary Attack: +9 vs. Reflex Hit 2d6+6 damage, and the secondary target falls prone. The primary target takes half damage and falls prone. Miss: Half damage, and the primary target falls prone.
Hypnotic pulse (Daily Standard Area burst 1 within 10 ✦ Implement, Psionic) Psion attack 5
Target: Each enemy in burst
Attack: +10 vs. Will
Hit: 2d6+12 Psychic damage and the target is dazed (save ends)
Miss: The target is dazed until the end of Shale's next turn
Intellect Fortress (Encounter Immediate Interrupt Personal ✦ Psionic) Psion Utility 2
Effect: Choose a defense. Until the end of Shale's next turn he gains a +3 power bonus to that defense.
Orb of mental constitution (Encounter Immediate Interrupt ✦ Augmentable) Item property
Effect: Trigger: An enemy attack targets Shale's AC or Fortitude. The attack targets his Will instead.
Augment 1: Shale gain a +4 bonus to Will until the end of his next turn.
Flowform armor (Encounter No action ✦ Augmentable) Item property
Trigger: Shale is subjected to an effect that a save can end.
Effect: Shale makes a saving throw against the effect
Augment 1: Shale gains a +1 bonus to the saving throw
Amulet of resolution (Daily No action ) Item property
Effect: Use this power when Shale fails a saving throw. Reroll the saving throw, using the second result even if it's lower

Fluff[]

Description:for the untrained eye -and there are few trained eyes out there- shardminds vary little from one to another; the subtly changing nature of their crystal configurations add to the confusion. This one has a recognizably dull red color and his face doesn't resemble anything human at all in it's configuration. The little equiment he (?) wears is tattered and of low quality

Background:Shale spent many years, since he remembers in fact, cloistered inside a wizard's tower. In all his years there Hallamann as the lead wizard was called, held him as his pet project, subjecting him to years of experiments, some cruel and some painful. In any case, he was kept into custody and chained. In the end, he didn't mind very much - he had no recollection of anything different to that, and without any sense of purpose being there or anything else didn't matter much.

It was clear that Hallamann had not a very good idea of what Shale was, or if he had true intelligence or indeed if he was alive. As he was a detached and uncaring man probably that was low in his list of priorities. He wasn't the only man Shale met: there were apprentices and colleages and he had the opportunity to speak with them all, and learned a great deal. He enjoyed learning and with Hallamann's approval he demonstrated to be quite adept at the simple magics he was allowed to study.

He was also intrigued by the palefaces' (as he mentally called everyone who wasn't him) communication. Shale was quite adept at reading other's body language, and was perpetually shocked at discovering how they often wanted to say the exact opposite of what they were actually saying. Also, shale's inhumanity made him extremely difficult to be read himself, so he had little trouble at lying to his captors; also discovered that his growing telepathic ability, when subtly used, allowed him to easily sway the opinions of others.

He eventually started to develop his inherent psionic powers: warping the space, the ability to discorporate his body and reform elsewhere, violent telekinetic thrusts, and dangerous accumulations of static energy. Though he believed he was being discreet, he overheard a converstion where Hallamann worriedly spoke about them and the convenience of destroying him. Shale decided he didn't like that course of events and decided to flee. Which was quite easy, actually, since the wizards didn't know at all about his ability to become a swarm of crystal shards and though they could have warded his cell against that they didn't bothered to do so. He stole whatever he could: a spellbook, some implements, a golden statuette and arcane reagents, and fled.

In a nearby town he (disguised under a long and heavy cloak) he convinced a man to rent a space in a ship that was to leave soon for some strange cargo: a statue made entirely of dark red crystal, to be carried to some fictional man in Daunton. The next morning he was very far from the tower and its cruel mages.

A week after that he was unloaded in Daunton. To his surprise, though nearly everyone looked at him at least once, reaction to his appearance wasn't like he expected, and actually some of the creatures walking the streets were even stranger than him. When he was allowed access to one of the libraries he spent some time researching, and found out he wasn't the only one of his race. Armed with this little information, he made his way to what seemed the maelstrom of the city's weirdness: a establishment named the 'hanged man'

Background benefits: Early life - Test subject. +2 to Arcana. Theme: Wizard's Apprentice (Dragon 399)


Hooks and kicks: Shale may be motivated by having to flee from his former captors or any jobs that gives him an opportunity to look for answers about his race, purpose or his nature as an artificial being. He may show sympathy for other creatures being experimented upon, or distrust for unethical arcane casters.

Math[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 8 0 0 8 -1
Con 3 13 0 0 13 1
Dex 0 10 0 0 10 0
Int 16 18 2 1 21 5
Wis 1 11 0 0 11 0
Cha 5 14 2 1 17 3
Totals 25   8




Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/+5 dex/int 0 0 1 +1 Flowform armor 0 0 2 18
Fortitude-1/+1str/con00001Amulet of Resolution +1002 14
Reflex+0/+5dex/int000 01Amulet of Resolution +1002 18
Will+0/+3wis/cha+200 01Amulet of Resolution +1002 18




Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 13 4 0 0 0 0 0 0 0 41 20 10



Attacks[]

Powers to Hit[]
Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Mind Thrust +5 Int 2 Superior Implement Training, Orb Expertise 1 +1 Crystal orb of mental constitution, 0 0 2 10 Will
Mind Lock +5 Int 2 Superior Implement Training, Orb Expertise 1 +1 Crystal orb of mental constitution, 0 0 2 10 Will
Psychic anomaly opportunity attack +5 Int 2 Superior Implement Training, Orb Expertise 1 +1 Crystal orb of mental constitution, 0 0 2 10 Will
Color orb +5 Int 2 Superior Implement Training, Orb Expertise 1 +1 Crystal orb of mental constitution, 0 0 2 10 Will
Living Missile +5 Int 1 Orb Expertise 1 +1 Crystal orb of mental constitution 0 0 2 9 Fort primary, Ref secondary
Hypnotic pulse +5 Int 2 Superior Implement Training, Orb Expertise 1 +1 Crystal orb of mental constitution, 0 0 2 10 Will


Damage recap: +5 stat, +1 enhancement (orb bonus). If power targets will, +2 unnamed bonus (resplendent gloves). If power deals psychic damage, +2 unnamed (crystal orb), +2 feat (psychic focus). If it's a ranged basic attack, +2 unnamed (bracers of perfect shot)

Class Features[]

Psions start the game with the Ritual Casting feat and either Sending or Tenser's Floating Disk; the ritual chosen can be cast once per day without expending the material components, and also may choose another 1st level ritual.


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameMiscMisc NameAC PenLevel BonusTotal
Acrobatics 0 0 dex 0 0 0 0 0 0 0 0 2 2
Arcana 5 5 int 2 0 0 0 0 2 background n/a 2 16
Athletics0-1str0000000021
Bluff53cha2000000n/a212
Diplomacy53cha0000000n/a210
Dungeoneering00wis0000000n/a22
Endurance01con200+5Orb of mental constitution000210
Heal00wis0000000n/a22
History05int0000000n/a27
Insight50wis0000000n/a27
Intimidate03cha0000000n/a25
Nature00wis0000000n/a22
Perception00wis0000000n/a22
Religion05int0000000n/a27
Stealth00dex0000000022
Streetwise03cha0000000n/a25
Thievery00dex0000000022
Trained Skills4 


Feats[]

Bonus Psion 1st level feat: Ritual Casting. 1st level feat: (Retrained) Psychic focus. 2nd level feat: (Retrained) Superior Implement Training (Crystal orb) 4th level feat: World Serpent's grasp Bonus 5th level feat: Orb Expertise

Equipment[]

((+1 orb of mental constitution[1], weight 2 lb, enchantment transferred to Accurate Orb))

Ritual scroll of Transfer Enchantment (spent on +1 orb of mental constitution) -175, component cost -25

Ritual scroll of Transfer Enchantment (added this time to ritual book)

Accurate Orb 30 gp, enchantment transferred--> +1 Accurate orb of Mental Constitution, cost 30, weight 2 lb-->Transferred to Crystal orb to make +1 Crystal orb of Mental Constitution. -25

+1 Flowform armor[2], weight 4 lb

Replendent Gloves (heroic) cost 1000

Bracers of the perfect shot cost 680

+1 amulet of resolution -520

Backpack, Cost 2gp, Weight 2 lbs

Flint and Steel, Cost 1 gp, Weight --

Beltpouch, Cost 1 gp, Weight ½

2 sunrods, Cost 4 gp,Weight 1 lb

50 feet of hempen rope, Cost 1 gp, Weight 10 lb

Spellbook: Free, Weight 3

Alchemical reagents worth 75 gp

2 potions of healing -100

536 gp, 2 sp

- Total: 27,5 lb

Money gains: 317 g, 7 s [3], 611 gp [4], 18[5], 1651+756.5 [6]

Rituals[]

Sending (can be used once per day without components, Psion class feature), Tenser’s Floating Disk Transfer Enchantment

Wishlist[]

Resplendent boots, Headband of Intellect, Crystal Orb of unfailing concentration +2, Cloak of Translocation +2.

XP log[]

1271[7]

1414 [8]

3749 [9]

Judge Comments[]

Level 1[]

Approval 1[]

Approval from TwoHeadsBarking:

  • Summary: You don't need to explain how Forceful Push gets better as you level. Just update it when you get there.
  • Summary: You should include Warding Shard Swarm's benefit in the description of Shard Swarm.

Minor issues, so approved.

Approval 2[]

Approval from renau1g

Level 3[]

Approval 1[]

Approval from TwoHeadsBarking:

  • Summary: You can use "<br />" to insert line breaks into your power descriptions, if you want to clean them up a bit.

Approved.


Approval 2[]

Approval from renau1g

Status[]

Approved for level 3 by renau1g and TwoHeadsBarking..

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